Ghost

Born with incredible psionic potential, these individuals are recruited, quarantined, and put into training by the government from childhood. Ghosts learn to channel their psionic energies to augment their natural physical strength and endurance. They are rightly feared for their preternatural sniping ability with the C-10 Canister Rifle and their advanced stealth maneuvering. Ghosts can be equipped with psionically powered Personal Cloaking devices that allow them to become virtually undetectable by enemies without specialized sensory equipment.

Enables Ghosts to use the Cloak ability. Cloak renders a unit invisible to enemies unless it’s revealed by detectors or effects.

Hotkey: C

Cost: 150 150

Build time: 120

Moebius Reactor

Increases the starting energy of Ghosts by 25.

Hotkey: M

Cost: 100 100

Build time: 80

Weapon:

C-10 Canister Rifle

Target: Any

Range:
6

Speed:
Normal

Type: Normal (Ranged)

Damage: 10 (13)

Bonus: Light +10 (10)

Ability:

Cloak

Cloaks the unit, preventing enemy units from seeing or attacking it. A cloaked unit will only be revealed by detectors or effects.

Drains 0.9 energy per second.

Hotkey: C

Requires: Personal Cloaking

Energy: 25

Sniper Round

A careful shot, dealing 25 (50 vs. Psionic) damage. Ignores armor.

Can only target biological units.

Hotkey: R

Energy: 25

Duration: 1

Tac Nuke Strike

Calls down a Nuclear Strike at a target location. Nukes take 20 seconds to land, but they deal up to 300 (+200 vs. structures) damage in a large radius.

Hotkey: N

Hold Fire

Orders selected units to holster their weapons and avoid engaging enemies, unless given a direct command. Units holding fire will flee if attacked.

Hotkey: F

EMP Round

Creates an electromagnetic pulse that does 100 damage to shields and energy of all units in the targeted area. Cloaked units hit by EMP are revealed for a short time.

Hotkey: E

Energy: 75

Duration: 0

Weapons Free

Orders selected units to fire at will. They will engage enemy units within range and chase them as normal.

Hotkey: G

3D Model

Basic information

Race:

Terran

Life:

100

Energy:

200

Starting: 50Regeneration: 0.562

Armor:

0
(3)

Movement:

Normal

Acceleration: 1000Turn Rate: 999.844

Cargo Size:

2

Attributes:

Biological -
Psionic

Production

Producer:

Barracks

Hotkey:

G

Requires:

Tech Lab,
Ghost Academy

Cost:

200
100

Supply:

2

Build time:

40

Combat

Upgrades:

Terran Infantry Weapons Level 1

Upgrades the damage dealt by infantry units.

Hotkey: E

Cost: 100 100

Build time: 160

Terran Infantry Weapons Level 2

Further upgrades the damage dealt by infantry units.

Hotkey: E

Cost: 175 175

Build time: 190

Terran Infantry Weapons Level 3

Maximizes the damage dealt by infantry units.

Hotkey: E

Cost: 250 250

Build time: 220

Terran Infantry Armor Level 1

Upgrades the armor of infantry units.

Hotkey: A

Cost: 100 100

Build time: 160

Terran Infantry Armor Level 2

Further upgrades the armor of infantry units.

Hotkey: A

Cost: 175 175

Build time: 190

Terran Infantry Armor Level 3

Maximizes the armor of infantry units.

Hotkey: A

Cost: 250 250

Build time: 220

Personal Cloaking

Enables Ghosts to use the Cloak ability. Cloak renders a unit invisible to enemies unless it’s revealed by detectors or effects.

Hotkey: C

Cost: 150 150

Build time: 120

Moebius Reactor

Increases the starting energy of Ghosts by 25.

Hotkey: M

Cost: 100 100

Build time: 80

Weapon:

C-10 Canister Rifle

Target: Any

Range:
6

Speed:
Normal

Type: Normal (Ranged)

Damage: 10 (13)

Bonus: Light +10 (10)

Ability:

Cloak

Cloaks the unit, preventing enemy units from seeing or attacking it. A cloaked unit will only be revealed by detectors or effects.

Drains 0.9 energy per second.

Hotkey: C

Requires: Personal Cloaking

Energy: 25

Sniper Round

A careful shot, dealing 25 (50 vs. Psionic) damage. Ignores armor.

Can only target biological units.

Hotkey: R

Energy: 25

Duration: 1

Tac Nuke Strike

Calls down a Nuclear Strike at a target location. Nukes take 20 seconds to land, but they deal up to 300 (+200 vs. structures) damage in a large radius.

Hotkey: N

Hold Fire

Orders selected units to holster their weapons and avoid engaging enemies, unless given a direct command. Units holding fire will flee if attacked.

Hotkey: F

EMP Round

Creates an electromagnetic pulse that does 100 damage to shields and energy of all units in the targeted area. Cloaked units hit by EMP are revealed for a short time.

Hotkey: E

Energy: 75

Duration: 0

Weapons Free

Orders selected units to fire at will. They will engage enemy units within range and chase them as normal.

Hotkey: G

TECHNICAL SPECIFICATIONS

OCULAR IMPLANTS

C-10 CANISTER RIFLE

SKINSUIT

NEURAL INHIBITORS

ENTRY 1/4

Before the fall of the Confederacy, some Ghosts were subject to invasive surgical procedures to grant them an edge in combat. One of the most popular of said procedures entailed replacement of the subject’s optic nerves and retinas with cybernetic implants to improve sight range and target acquisition. The augmentations increased the operative’s combat efficiency by 35%, but were prone to lethal malfunctions when the subject’s psionic energy spiked. In recent years, the Dominion has reintroduced state-of-the-art masks as an alternative to implant technology; identical in functionality sans the drawbacks.

The C-10 rifle fires 25mm antipersonnel rounds and specialized ammunition: EMP rounds that punch through shields and deplete energy sources, as well as Lockdown rounds—a relic from the days of the Confederacy—to disable mechanical targets. The C-10 comes with a low-frequency laser to paint targets for nuclear strikes, a magnetic grid tracker, and a general purpose flashlight. This weapon is a flawless amalgamation of neosteel and polymer.

The Ghosts’ form-fitting Hostile Environment Suit is made up of psionically reactive nano-fibers. These fibers augment the wearer’s strength and endurance, dispensing the need for bulky powered armor. The suit offers nuclear, biological, and chemical protection by absorbing dangerous elements and rendering them inert. It also helps Ghosts channel their psionic energy. The outermost layer contains synthetic cells which, under psionic stimuli, refract light to synergize with a personal cloaking device and make the wearer invisible to the naked eye.

Individuals with psionic abilities are dangerous, posing a very real threat to themselves and to the sector at large; especially after being trained as Ghost agents. To prevent unnecessary loss of life—and to exert control over their assets—the Dominion, following the footsteps of the Confederacy, uses a specialized type of cybernetic implant to keep the aggression levels and behavioral patterns of their Ghosts in check. Still, as a few hapless commanders have learned, these implants are not exempt from malfunction—or surgical removal.

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Field Manual

Special ops unit that can attack both air and ground targets.

Can eliminate biological targets using high-caliber Sniper rounds.

Their EMP rounds allow them to wipe energy reserves from enemy units, or deal damage to protoss shields. If you hit cloaked units with these, they will be revealed for a few seconds.

Authorized to call in nuclear strikes.

Use them to support your troops in battle, create diversions, or take out key units/structures.